Okay, here’s the dae upon initial import:
wireframe upon import
model after delete->limited dissolve
wireframe after delete-> limited dissolve
Holy ■■■■ I think it worked (note I only did the one face just to establish that it worked)!
So, I guess my next question is, is there a way to select multiple faces w the same texture applied and convert them into a single unique texture? Then you could apply all the image edits at the same time and then… I guess project the texture back? I can’t remember how hard/if it’s possible to project the same texture to faces oriented perpendicular, (I think stretching would create problems?), but man that would really streamline the process.
New to this space, but that’s fairly similar to unwrapping UVs, right?
I guess that’s getting into unwrapping texture territory, but I don’t know enough to say that with absolutely certainty.
One thing to note: I had been doing everything w the default render (Eevee). When I change the rendering to Cycles, the layout view turns into this:

The shading on the face w the adjusted window transparency texture has some shading anomalies? Any idea what’s up with that? I think this is related to the opaque holes you mentioned earlier under the shading settings?
I’m assuming that for your shading menu you added that base color node? Or was it already there? I’m assuming if you added it, it’s just the photoshop edited texture?





